﻿Shader "Unlit/DrawWorldPoint"
{
	SubShader
	{
		Tags { "RenderType"="Opaque" }
		LOD 100

		Pass
		{
		
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			
			#include "UnityCG.cginc"

			struct appdata
			{
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
			};

			struct v2f
			{
				float4 vertex : SV_POSITION;
				float3 worldPos : TEXCOORD0;
			};

			
			v2f vert (appdata v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.worldPos = mul(unity_ObjectToWorld, v.vertex);
				return o;
			}
			
			fixed4 frag (v2f i) : SV_Target
			{
				return fixed4(i.worldPos, 1.0);
			}
			ENDCG
		}
	}
	FallBack "Legacy Shaders/Diffuse"
}
